//------------------------------------------------------------------------- /* Copyright (C) 1997, 2005 - 3D Realms Entertainment This file is part of Shadow Warrior version 1.2 Shadow Warrior is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program; if not, write to the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. Original Source: 1997 - Frank Maddin and Jim Norwood Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms */ //------------------------------------------------------------------------- //**************************************************************************** // // sounds.h // //**************************************************************************** #include "mytypes.h" #ifndef sw_sounds_public_ #define sw_sounds_public_ BEGIN_SW_NS void SoundStartup(void); void SoundShutdown(void); void MusicStartup(void); void MusicShutdown(void); // 3D sound engine declarations ////////////////////////////////////////////// // Flag settings used to turn on and off 3d sound options enum { v3df_none = 0, // Default, take no action, use all defaults v3df_follow = 1, // 1 = Do coordinate updates on sound // Use this only if the sprite won't be deleted soon v3df_kill = 2, // 1 = Sound is to be deleted v3df_doppler = 4, // 1 = Don't use doppler pitch variance v3df_dontpan = 8, // 1 = Don't do panning of sound v3df_ambient = 16, // 1 = Sound is ambient, use ambient struct info. v3df_intermit = 32, // 1 = Intermittant sound v3df_init = 64, // 1 = First pass of sound, don't play it. // This is mainly used for intermittent sounds v3df_nolookup = 128, // don't use ambient table lookup }; typedef int Voc3D_Flags; struct VOCstruct; typedef struct VOCstruct VOC_INFO, *VOC_INFOp; #if 0 struct VOC3Dstruct; typedef struct VOC3Dstruct VOC3D_INFO, *VOC3D_INFOp; #endif struct ambientstruct; typedef struct ambientstruct AMB_INFO, *AMB_INFOp; void Terminate3DSounds(void); class DSWActor; void PlaySpriteSound(DSWActor* actor, int attrib_ndx, Voc3D_Flags flags); void DeleteNoSoundOwner(DSWActor* actor); void DeleteNoFollowSoundOwner(short spritenum); inline bool CacheSound(int num, int type) { return false; } void COVER_SetReverb(int amt); void UnInitSound(void); void InitFX(void); void StopFX(void); void StopSound(void); void StartAmbientSound(void); void StopAmbientSound(void); bool PlaySong(const char *song_file_name, int cdaudio_track, bool isThemeTrack = false); //(nullptr, nullptr, -1, false) starts the normal level music. void PlaySoundRTS(int rts_num); // // Standard VOC format information - generally don't need this // typedef struct { uint8_t filler[0x1a]; uint8_t type; uint32_t length; uint8_t filler2; uint8_t freq; uint8_t pack; uint8_t data[1]; } *VOC_HDRp; // Ambient Sound Structure struct ambientstruct { int16_t name; int16_t diginame; Voc3D_Flags ambient_flags; int maxtics; // When tics reaches this number next // sound happens }; // VOC File flag settings for digi_entries. enum { vf_normal = 0, vf_loop = 1 }; typedef int Voc_Flags; // // Table that describes the voc file and how it will be played // Can be easily extended, but you may need to change digi.h // //struct STATEstruct; //typedef struct VOCstruct VOC_INFO, *VOC_INFOp; struct VOCstruct { char name[14]; // name of voc file on disk uint8_t* data; // pointer to voc data int datalen; // length of voc data int16_t pitch_lo; // lo pitch value int16_t pitch_hi; // hi pitch value uint8_t priority; // priority at which vocs are played int16_t voc_num; // Backward reference to parent sound int voc_distance; // Sound's distance effectiveness Voc_Flags voc_flags; // Various allowable flag settings for voc uint16_t lock; // locking byte for caching uint8_t playing; // number of this type of sound currently playing }; // JIMSOUND3D(tm) variables section ////////////////////////////////////////// #if 0 struct VOC3Dstruct { VOC_INFOp vp; // Pointer to the sound int *x; // Pointer to x coordinate int *y; // Pointer to y coordinate int *z; // Pointer to z coordinate int fx, fy, fz; // Non-Follow literal values Voc3D_Flags flags; // 3d voc sound flags int handle; // Current handle to the voc short doplr_delta; // Change in distance since last call VOC3D_INFOp prev, next; // Linked voc list short owner; // Hold index into user array to // delete looping sounds int num; // Digital Entry number used for // callback of looping sounds // If sound is active but user == 0, stop the sound short dist; // Current distance of sound from player uint8_t priority; // Used to force a higher priority based on distance int tics; // Tics used to count to next sound occurance int maxtics; // Tics until next sound occurance // for intermittent sounds bool deleted; // Has sound been marked for deletion? bool FX_Ok; // Did this sound play ok? }; #endif extern VOC_INFO voc[]; END_SW_NS #endif